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Metalmoltres121
S3 licensed
Quote from henricat2006 :I think he tried to base it on the 12A 2-rotor rotary engine with a displacement of 1146cc, the original engine has 130hp and 156Nm of torque

This is correct, as stated in its description it is meant to simulate a rotary with a displacement between the 12 and 13 2-rotor Wankel engines, however outputting power closer to a 13b.
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Thx for the tips 👍
Metalmoltres121
S3 licensed
I noticed the incorrect ride height setup, I will adjust it at a future date.
XR KEICHI
Metalmoltres121
S3 licensed
Vehicle mod: XR KEICHI
Details page: https://www.lfs.net/files/vehmods/7FE3C5

SHORT DESCRIPTION:
Quote :(XRK) 2+2 rotary powered sports car built on the XR platform

DESCRIPTION:
Quote :Intended to compete with the XRG.

1 year into the production of the XR GT the 12R-GT rotary motor was complete. The engine is a 1.2L two-rotor design developed for motorsport and use in their upcoming sports cars. Due to the high development costs, production costs and time required to develop a new sports car from the ground up, it was decided that the XR platform would be utilised as the foundation for their sports car. This decision allowed them to expedite the process of introducing their new sports cars to the market.

The 12R-GT rotary engine, with its compact size and lightweight construction, was an ideal powerplant for the sports car. Its innovative rotary design provided a high power-to-weight ratio and smooth power delivery, making it well-suited for both track performance and everyday driving. Due to the reduced engine weight and facelift up front, the XR-based car now provides a weight distribution of 51:49 front to rear in contrast to its sister car's (the XRG) 52:48 front to rear.

The XR Keichi would find itself filling the void for an affordable sports car from the company left behind by the XR GT due to its poor handling characteristics compared to sports cars of the time. However, the Keichi would be overshadowed by other rotary-powered sports cars in terms of performance and sales figures and was discontinued after 5 years of production with only 12,000 units produced.

(Uses a two-stroke flat-twin to simulate a rotary)
(This car is subject to potential changes in the future)

COVER SCREENSHOT:
Metalmoltres121
S3 licensed
Quote from Avraham Vandezwin :Undeniably. It is also possible that, for various reasons, the number of solo players has become greater than the number of online players, even on the best days.

I'm picking it is due to how intimidating the skill is of players who compete in these big events for those who are only just getting into the game which keeps them away from online racing.
Metalmoltres121
S3 licensed
Honestly, I'm surprised the AI issue hasn't prompted people to make more mods balanced around the uf1000 and the gt class of cars. The issue of the AI performing conservative driving however will still be a problem regardless but at least they aren't ALWAYS losing total control when they inch a tad bit too close to the car infront.
Is there a snapping tool in LFS_Editor?
Metalmoltres121
S3 licensed
Hi, I'm new and have little to no clue on how to make my way around the editor.


The issue^

So I was trying to use the flip function and I was informed that I needed to have the origin snapped to the centre of the model for the swap side function to work which makes total sense.
My question is, whether there is a way for me to either snap the origin to the mesh or vice versa. Or must I do it the cumbersome way of moving all the faces and vertices to what would be a rough estimate of the centre of the origin and try to line it all back up all the texture mappings once again?

Any insight would be greatly appreciated.
Last edited by Metalmoltres121, .
Metalmoltres121
S3 licensed
Not a bad mod at all, I'd suggest you rename it to the Short 23 since the specs you are using are not from the 318ti but actually the 323ti.
I'd recommend you make a second mod with minimal changes that is a 318ti with the correct engine specs, then you would be able to name that one the Short 18.

318ti engine specs:
1.8L inline 4
103 kW (140 PS; 138 hp) at 6,000 rpm
175 N⋅m (129 lb⋅ft) at 4,500 rpm
209 km/h (130 mph) Top speed

Try to drop the mass down to roughly 1255 kg / 2767 lbs with a full tank of gas for the 318ti, so make sure to lower the mass to under that number to hit that value when the card is fully topped up with fuel.

However, in regards to this car's current setup, the mass with a full tank of gas should be just under 1330 Kg / 2932 lbs, currently the mass
indicated does not include a tank of gas meaning the car is heavier than irl.
Metalmoltres121
S3 licensed
Running into issues with creating my own pages from my own png.
I get hit with 'Invalid texture TR_interior1 - Invalid file'
Properties include:
Location - C:\LFS_EDITOR\data\png
Dimensions: 512x512
Bit depth: 24
file type: png

(tbh this is probably an issue with the fact that I'm new to the mod-making scene, if so, tips would be appreciated)
Metalmoltres121
S3 licensed
Even if it's not available for multiplayer, I'd love to be able to build custom map circuits, though I'm not sure what format the maps are built in and I don't imagine they are obj files that I can construct in blender.
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